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Infra Capacitor

This ancient device is a perverse imitation of the Boyle Multiplier created by the Ghosthead Empire. The device is a giant half dome at a 90 degree angle and stands at 15ft tall. In the flat portion of the of device there is a small area cut out enough for one medium sized creature to stand in. In this standing area there are two holes in the ground about shoulder length apart. There are an addition two holes shoulder height facing the inside of the standing area and a larger hole between that.   The device has four dials a foot in diameter on the outside wall of the standing area. Each slight turn of a dial emits a small clicking sound. Above each dial notch is an ancient set of glyphs.   Head Dial d100
  • 01: You lose your head.
  • 02-5: You lose your eyes.
  • 06-10: You lose your ears.
  • 11-20: A clockwork device is drilled into the top of your head allowing you to always know which direction you are heading.
  • 21-30: Your ears are removed and replaced with clockwork bat-like ears that have advantage on all audible perception checks and with great distance.
  • 31-40: Your face is removed and replaced with an average looking clockwork face that has the ability to mimic another face you see and provides advantage on deception checks when mimicking that face.
  • 41-50: Your jaw and mouth are removed and replaced with a clockwork device that can mimic sounds and amplify sounds.
  • 51-60: Your eyes are removed and replaced with clockwork eyes that can see in darkness out to 60 ft.
  • 61-70: Foot long Clockwork antennae are drilled into your head that give you blind sight for 10ft.
  • 71-80: Your eyes are removed and replaced with clockwork eyes that can be used as a projectile device that when loaded with a small hard object can deal 1d10 piercing damage.
  • 81-90: Your eyes are removed and replaced with clockwork eyes that can produce a beam of what looks to be fire that deals 2d10 fire damage at a range of 120ft.
  • 91-99: A clockwork device is drilled into the top of your head increasing your Intellect to 19. It has no Effect on you if your Intelligence is already 19 or higher without it.
  • 100: A clockwork device is drilled into the top of your head increasing a stat of your choice to 20.
  Hand Dial d100
  • 01-10: You lose your hand.
  • 11-20: Your fingers are removed and replaced with the equivalent of thieves tools.
  • 21-30: Your fingers are removed and replaced with a razor sharp material that can deal 1d6 slashing damage.
  • 31-40: Your hand is removed and replaced with clockwork devices that look like a mechanical hand but can transform to shoot grappling hooks 10ft in the direction you aim along with a metal cable.
  • 41-50: Your hand is removed and replaced with clockwork devices that look like a mechanical hand but can transform to shoot grappling hooks 20ft in the direction you aim along with a metal cable.
  • 51-60: Your hand is removed and replaced with clockwork devices that look like a mechanical hand but can transform into an array of tools - Thieves Tools, Crowbar, Shovel, Hammer and other basic tools.
  • 61-70: Your hand is removed and replaced with clockwork devices that look like a mechanical hand but have retractable hooks on the bottom of the feet that allow movement on most surfaces.
  • 71-80: Your hand is removed and replaced with clockwork devices that look like a mechanical hand but can transform into a projectile devices that when loaded with a small hard object can deal 1d10 piercing damage.
  • 81-90: Your hand is removed and replaced with clockwork devices that look like a mechanical hand but can transform into a projectile devices that when loaded with a large hard object can deal 2d10 piercing damage and double damage to objects and structures.
  • 91-99: Your hand is removed and replaced with clockwork devices that look like a mechanical hand but can transform into a shield that provides +3 AC.
  • 100: The ability from 91-99 and roll again.
  Feet Dial d100
  • 01-10: You lose your foot/feet.
  • 11-20: The skin on the bottom of your feet is flayed and replaced with a material that is heat and cold immune.
  • 21-30: Your toes are removed and replaced with a razor sharp material that can deal 1d6 slashing damage.
  • 31-40: Your feet are removed and replaced with clockwork devices that look like mechanical feet but can transform to shoot grappling hooks 10ft in the direction you aim along with a metal cable.
  • 41-50: Your feet are removed and replaced with clockwork devices that look like mechanical feet but can transform to shoot grappling hooks 20ft in the direction you aim along with a metal cable.
  • 51-60: Your feet are removed and replaced with clockwork devices that look like mechanical feet but can transform into wheeled devices that increase your speed on flat hard surfaces by 20ft.
  • 61-70: Your feet are removed and replaced with clockwork devices that look like mechanical feet but have retractable hooks on the bottom of the feet that allow movement on most surfaces.
  • 71-80: Your feet are removed and replaced with clockwork devices that look like mechanical feet but can transform into a projectile devices that when loaded with a small hard object can deal 1d10 piercing damage.
  • 81-90: Your feet are removed and replaced with clockwork devices that look like mechanical feet but can transform into a projectile devices that when loaded with a large hard object can deal 2d10 piercing damage and double damage to objects and structures.
  • 91-99: Your feet are removed and replaced with clockwork devices that look like mechanical feet but can transform into power fans that allow you to hover and move 5ft above a surface.
  • 100: The ability from 91-99 and roll again.

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